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WoBS - Epic level play report/discuss
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<blockquote data-quote="Primitive Screwhead" data-source="post: 6000491" data-attributes="member: 20805"><p>Last night I got to try out some of my idea.. but first a correction. The Bard *used* to have a low AC. The player got access to the DDI last week and updated his character, apparently fixing some math and build issues. Now his defenses are on par with the Ranger.</p><p></p><p>Module 10, Palace of Dreams. I converted the entire palace into one encounter space with the main room about 60 squares across and the 8 surrounding rooms built in as 'zones' that could be traversed. The intent was that Freedom would lead them on a chase through the zones and the Architects would activate each Zones weakened defenders.</p><p></p><p> I changed Freedom alot and gave her a triggered power that brought 6 Nightmare Trillith in at the start of the encounter and at loss of 1/4 of her hit points. I also gave her a nasty power variant of 'sleep' that resulted in death instead of just sleep.</p><p> Add in the Architects as traps that needed to be disabled in a skill challenge or destroyed with the Torch.</p><p></p><p> The combat lasted the entire session, about 3 1/2 hours, and ended with half the PCs bloodied. Lots of very 'epic' action occurred. Freedom died when the Ranger, blinded from a gout of molten gold from the Treasure Dragon, charged into the Treant's Forest dodging through the thickly forested terrain, past the grappling Awakened Forest.. to execute a perfect Cascade of Blades, the fifth strike was a critical hit. He dealt in excess of 350 hit points in that one action.</p><p> On the NPC side, the HeroSlayer Hydra was down to his last 10 hit points and was able to make 7 attacks, four of them against the Fighter who had dealt a mighty blow that took shy of 150 hit points. {3D10 + 20} * 4</p><p> </p><p> The PCs were victorious and are prepared to enter Trilla's nightmare and try to rescue her from Annihilation.</p><p></p><p>The PCs were 28th level and completely fresh at the start of the fight. I avoided stunning/dazing for the most part and had a few minor zone effects.</p><p></p><p>NPC summaries:</p><p> Freedom, level 24 Elite controller, 444 hit points</p><p> Nightmare Trillith, level 22 Demi-minions {takes 26 hit points to kill, 18 to bloody} Randomly generated roles, but mostly Brutes.</p><p> Architects, Hazard/Trap/Terrain. At-will dreamscape rend attack for 2D10+10</p><p></p><p>Zones:</p><p> - Entry way, HeroSlayer Hydra Level 26 brute with 299 hit points </p><p> - Dining room, two fire titans, level 26 brutes</p><p> - Kitchen -- cleared out safe haven from previous session</p><p> - Forest, two Treants and lots of trees for them to awaken</p><p> - Treasure Room.. with a Treasure Dragon, level 26 brute. Breath weapon has cascaded fails to petrified.</p><p> - Void, Hazard/Terrain. Hard Vacuum suffocates characters, 'drowning' them. Open 3D environment for Freedom to play hide and seek</p><p> - Freedoms work out room.. hadn't figured this one out and intended on not having Freedom go there {it didn't fit on my battlemap}</p><p> - Library, room full of peoples dreams. Freedom was to lead a merry chase through other peoples dreams</p><p></p><p></p><p>Overall the reduced defenses of the NPCs and the improved capability of the PCs, plus the knowledge that there is only one more encounter in the day, resulted in a very dynamic and enjoyable session.</p><p></p><p>I have set on skipping Module 11, despite the quality plot material inside. And as this session worked well I think I will stick pretty much to my plan for Module 12. This will put the campaign ending at 30th level and in either January or February, nearly 3 1/2 years in both game and real life after the Bard and the Fighter entered the Rotten Apple Inn back in module 1.</p><p> {they are the only surviving original members}</p><p></p><p></p><p></p><p>An aside, I also got to play some 1st level 5e/Next this last week. In comparison the speed of combat is insane. We finished 6 encounters and exploration/roleplaying in a three hour session. However, I enjoyed having the NPCs last long enough to to interesting things besides die twitching on the floor.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6000491, member: 20805"] Last night I got to try out some of my idea.. but first a correction. The Bard *used* to have a low AC. The player got access to the DDI last week and updated his character, apparently fixing some math and build issues. Now his defenses are on par with the Ranger. Module 10, Palace of Dreams. I converted the entire palace into one encounter space with the main room about 60 squares across and the 8 surrounding rooms built in as 'zones' that could be traversed. The intent was that Freedom would lead them on a chase through the zones and the Architects would activate each Zones weakened defenders. I changed Freedom alot and gave her a triggered power that brought 6 Nightmare Trillith in at the start of the encounter and at loss of 1/4 of her hit points. I also gave her a nasty power variant of 'sleep' that resulted in death instead of just sleep. Add in the Architects as traps that needed to be disabled in a skill challenge or destroyed with the Torch. The combat lasted the entire session, about 3 1/2 hours, and ended with half the PCs bloodied. Lots of very 'epic' action occurred. Freedom died when the Ranger, blinded from a gout of molten gold from the Treasure Dragon, charged into the Treant's Forest dodging through the thickly forested terrain, past the grappling Awakened Forest.. to execute a perfect Cascade of Blades, the fifth strike was a critical hit. He dealt in excess of 350 hit points in that one action. On the NPC side, the HeroSlayer Hydra was down to his last 10 hit points and was able to make 7 attacks, four of them against the Fighter who had dealt a mighty blow that took shy of 150 hit points. {3D10 + 20} * 4 The PCs were victorious and are prepared to enter Trilla's nightmare and try to rescue her from Annihilation. The PCs were 28th level and completely fresh at the start of the fight. I avoided stunning/dazing for the most part and had a few minor zone effects. NPC summaries: Freedom, level 24 Elite controller, 444 hit points Nightmare Trillith, level 22 Demi-minions {takes 26 hit points to kill, 18 to bloody} Randomly generated roles, but mostly Brutes. Architects, Hazard/Trap/Terrain. At-will dreamscape rend attack for 2D10+10 Zones: - Entry way, HeroSlayer Hydra Level 26 brute with 299 hit points - Dining room, two fire titans, level 26 brutes - Kitchen -- cleared out safe haven from previous session - Forest, two Treants and lots of trees for them to awaken - Treasure Room.. with a Treasure Dragon, level 26 brute. Breath weapon has cascaded fails to petrified. - Void, Hazard/Terrain. Hard Vacuum suffocates characters, 'drowning' them. Open 3D environment for Freedom to play hide and seek - Freedoms work out room.. hadn't figured this one out and intended on not having Freedom go there {it didn't fit on my battlemap} - Library, room full of peoples dreams. Freedom was to lead a merry chase through other peoples dreams Overall the reduced defenses of the NPCs and the improved capability of the PCs, plus the knowledge that there is only one more encounter in the day, resulted in a very dynamic and enjoyable session. I have set on skipping Module 11, despite the quality plot material inside. And as this session worked well I think I will stick pretty much to my plan for Module 12. This will put the campaign ending at 30th level and in either January or February, nearly 3 1/2 years in both game and real life after the Bard and the Fighter entered the Rotten Apple Inn back in module 1. {they are the only surviving original members} An aside, I also got to play some 1st level 5e/Next this last week. In comparison the speed of combat is insane. We finished 6 encounters and exploration/roleplaying in a three hour session. However, I enjoyed having the NPCs last long enough to to interesting things besides die twitching on the floor. [/QUOTE]
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